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/*
* Copyright 2014 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrPictureUtils_DEFINED
#define GrPictureUtils_DEFINED
#include "SkPicture.h"
#include "SkTDArray.h"
// This class encapsulates the GPU-backend-specific acceleration data
// for a single SkPicture
class GPUAccelData : public SkPicture::AccelData {
public:
// Information about a given saveLayer in an SkPicture
struct SaveLayerInfo {
// True if the SaveLayerInfo is valid. False if either 'fOffset' is
// invalid (due to a non-invertible CTM) or 'fPaint' is NULL (due
// to a non-copyable paint).
bool fValid;
// The size of the saveLayer
SkISize fSize;
// The CTM in which this layer's draws must occur. It already incorporates
// the translation needed to map the layer's top-left point to the origin.
SkMatrix fCTM;
// The offset that needs to be passed to drawBitmap to correctly
// position the pre-rendered layer. It is in device space.
SkIPoint fOffset;
// The paint to use on restore. NULL if the paint was not copyable (and
// thus that this layer should not be pulled forward).
const SkPaint* fPaint;
// The ID of this saveLayer in the picture. 0 is an invalid ID.
size_t fSaveLayerOpID;
// The ID of the matching restore in the picture. 0 is an invalid ID.
size_t fRestoreOpID;
// True if this saveLayer has at least one other saveLayer nested within it.
// False otherwise.
bool fHasNestedLayers;
// True if this saveLayer is nested within another. False otherwise.
bool fIsNested;
};
GPUAccelData(Key key) : INHERITED(key) { }
virtual ~GPUAccelData() {
for (int i = 0; i < fSaveLayerInfo.count(); ++i) {
SkDELETE(fSaveLayerInfo[i].fPaint);
}
}
void addSaveLayerInfo(const SaveLayerInfo& info) {
SkASSERT(info.fSaveLayerOpID < info.fRestoreOpID);
*fSaveLayerInfo.push() = info;
}
int numSaveLayers() const { return fSaveLayerInfo.count(); }
const SaveLayerInfo& saveLayerInfo(int index) const {
SkASSERT(index < fSaveLayerInfo.count());
return fSaveLayerInfo[index];
}
// We may, in the future, need to pass in the GPUDevice in order to
// incorporate the clip and matrix state into the key
static SkPicture::AccelData::Key ComputeAccelDataKey();
private:
SkTDArray<SaveLayerInfo> fSaveLayerInfo;
typedef SkPicture::AccelData INHERITED;
};
void GatherGPUInfo(SkPicture* pict, GPUAccelData* accelData);
#endif // GrPictureUtils_DEFINED
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